Hey guys,
Just wanted to give a quick update since I have been a bit quiet lately. I can assure you that progress on the game is steady, but some things are taking longer than anticipated to implement. I just recently overhauled the menu and questing system, as well as implemented major improvements (I think, anyways) to the crafting system.
I'm not going to post any teasers of the crafting system or the menus because I want it to be a surprise. Some very early screenshots of said items can be found above, but the final product looks and acts much different than that portrays.
Just to prove that work is still being done, here's a quick look at Alan's new portrait:

Lastly, two big things regarding the future of Ruin.
- It will most likely be released free of charge -
I'm still on the fence as to whether I will do this or not, but it is definitely possible. This in no way reflects the quality of the game itself, but rather a change of heart in how I'd like to present it. I have a feeling that releasing a game for free "could" attract more players as opposed to it costing something. Then again, people may take it more seriously if there was a price tag involved. It's hard to say what really would be best honestly, but I feel like I'm leaning towards it being free at this point.
Ruin is my biggest game undertaking yet, but it would be cool to have an established fan base for the next project I make. I think it would be easier to do that if this game turns out good and is distributed for free.
Having said that, I'd still make take donations or maybe do a "name your price" structure similar to Itch. There's always the new Paypal feature in the nightlies to consider as well. If I go the free route, the Android version would also be free unless the costs are astronomically high to have it that way.
- It will be released late August / early September 2014 (maybe) -
I have just written out a plan of everything that needs to be done before the game is ready for official release. At this point, I feel like worst case scenario would be a late August or early September release, which would include time for self-testing and third party testing. Obviously, if it is not ready by that point, I'll just push the date back, but I'd like to meet the soft deadline if possible.
I've had a couple people express interest in playtesting, but I still need a couple more volunteers to help stress the game when it is complete. I'm willing to pay, if necessary. Please contact me if you are interested in doing that.
Cornbread Chemist